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1.1 root 1: /*
2: ==============================================================================
3:
4: carrier
5:
6: ==============================================================================
7: */
8:
9: // self->timestamp used for frame calculations in grenade & spawn code
10: // self->wait used to prevent rapid refire of rocket launcher
11:
12: #include "g_local.h"
13: #include "m_carrier.h"
14:
15: #define CARRIER_ROCKET_TIME 2 // number of seconds between rocket shots
16: #define CARRIER_ROCKET_SPEED 750
17: #define NUM_FLYERS_SPAWNED 6 // max # of flyers he can spawn
18:
19: #define RAIL_FIRE_TIME 3
20:
21: void BossExplode (edict_t *self);
22: void Grenade_Explode (edict_t *ent);
23:
24: qboolean infront (edict_t *self, edict_t *other);
25: qboolean inback (edict_t *self, edict_t *other);
26: qboolean below (edict_t *self, edict_t *other);
27: void drawbbox (edict_t *self);
28:
29: //char *ED_NewString (char *string);
30: void ED_CallSpawn (edict_t *ent);
31:
32: static int sound_pain1;
33: static int sound_pain2;
34: static int sound_pain3;
35: static int sound_death;
36: static int sound_search1;
37: static int sound_rail;
38:
39: float orig_yaw_speed;
40:
41: vec3_t flyer_mins = {-16, -16, -24};
42: vec3_t flyer_maxs = {16, 16, 16};
43:
44: extern mmove_t flyer_move_attack2, flyer_move_attack3, flyer_move_kamikaze;
45:
46:
47: void carrier_run (edict_t *self);
48: void carrier_stand (edict_t *self);
49: void carrier_dead (edict_t *self);
50: void carrier_attack (edict_t *self);
51: void carrier_attack_mg (edict_t *self);
52: void carrier_reattack_mg (edict_t *self);
53: void carrier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
54:
55: void carrier_attack_gren (edict_t *self);
56: void carrier_reattack_gren (edict_t *self);
57:
58: void carrier_start_spawn (edict_t *self);
59: void carrier_spawn_check (edict_t *self);
60: void carrier_prep_spawn (edict_t *self);
61:
62: void CarrierMachineGunHold (edict_t *self);
63: void CarrierRocket (edict_t *self);
64:
65:
66:
67: // code starts here
68: void carrier_search (edict_t *self)
69: {
70: if (random() < 0.5)
71: gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
72: }
73:
74: //
75: // this is the smarts for the rocket launcher in coop
76: //
77: // if there is a player behind/below the carrier, and we can shoot, and we can trace a LOS to them ..
78: // pick one of the group, and let it rip
79: void CarrierCoopCheck (edict_t *self)
80: {
81: // no more than 4 players in coop, so..
82: edict_t *targets[4];
83: int num_targets = 0, target, player;
84: edict_t *ent;
85: trace_t tr;
86:
87: // if we're not in coop, this is a noop
88: if (!coop || !coop->value)
89: return;
90: // if we are, and we have recently fired, bail
91: if (self->wait > level.time)
92: return;
93:
94: memset (targets, 0, 4*sizeof(edict_t *));
95:
96: // cycle through players
97: for (player = 1; player <= game.maxclients; player++)
98: {
99: ent = &g_edicts[player];
100: if (!ent->inuse)
101: continue;
102: if (!ent->client)
103: continue;
104: if (inback(self, ent) || below(self, ent))
105: {
106: tr = gi.trace (self->s.origin, NULL, NULL, ent->s.origin, self, MASK_SOLID);
107: if (tr.fraction == 1.0)
108: {
109: if ((g_showlogic) && (g_showlogic->value))
110: gi.dprintf ("Carrier: found a player who I can shoot\n");
111: targets[num_targets++] = ent;
112: }
113: }
114: }
115:
116: if (!num_targets)
117: return;
118:
119: // get a number from 0 to (num_targets-1)
120: target = random() * num_targets;
121:
122: // just in case we got a 1.0 from random
123: if (target == num_targets)
124: target--;
125:
126: // make sure to prevent rapid fire rockets
127: self->wait = level.time + CARRIER_ROCKET_TIME;
128:
129: // save off the real enemy
130: ent = self->enemy;
131: // set the new guy as temporary enemy
132: self->enemy = targets[target];
133: CarrierRocket (self);
134: // put the real enemy back
135: self->enemy = ent;
136:
137: // we're done
138: return;
139: }
140:
141: void CarrierGrenade (edict_t *self)
142: {
143: vec3_t start;
144: vec3_t forward, right, up;
145: vec3_t aim;
146: int flash_number;
147: float direction; // from lower left to upper right, or lower right to upper left
148: float spreadR, spreadU;
149: int mytime;
150:
151: CarrierCoopCheck(self);
152:
153: if (!self->enemy)
154: return;
155:
156: if (random() < 0.5)
157: direction = -1.0;
158: else
159: direction = 1.0;
160:
161: mytime = (int)((level.time - self->timestamp)/0.4);
162:
163: if (mytime == 0)
164: {
165: spreadR = 0.15 * direction;
166: // spreadU = 0.1 * direction;
167: spreadU = 0.1 - 0.1 * direction;
168: }
169: else if (mytime == 1)
170: {
171: spreadR = 0;
172: // spreadU = 0;
173: spreadU = 0.1;
174: }
175: else if (mytime == 2)
176: {
177: spreadR = -0.15 * direction;
178: // spreadU = -0.1 * direction;
179: spreadU = 0.1 - -0.1 * direction;
180: }
181: else if (mytime == 3)
182: {
183: spreadR = 0;
184: // spreadU = 0;
185: spreadU = 0.1;
186: }
187: else
188: {
189: // error, shoot straight
190: if ((g_showlogic) && (g_showlogic->value))
191: gi.dprintf ("CarrierGrenade: bad time %2.2f %2.2f\n", level.time, self->timestamp);
192: spreadR = 0;
193: spreadU = 0;
194: }
195:
196: AngleVectors (self->s.angles, forward, right, up);
197: G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_GRENADE], forward, right, start);
198:
199: VectorSubtract (self->enemy->s.origin, start, aim);
200: VectorNormalize (aim);
201:
202: VectorMA (aim, spreadR, right, aim);
203: VectorMA (aim, spreadU, up, aim);
204:
205: if(aim[2] > 0.15)
206: aim[2] = 0.15;
207: else if(aim[2] < -0.5)
208: aim[2] = -0.5;
209:
210: flash_number = MZ2_GUNNER_GRENADE_1;
211: monster_fire_grenade (self, start, aim, 50, 600, flash_number);
212: }
213:
214: void CarrierPredictiveRocket (edict_t *self)
215: {
216: vec3_t forward, right;
217: vec3_t start;
218: vec3_t dir;
219:
220: // if ((g_showlogic) && (g_showlogic->value))
221: // gi.dprintf("predictive fire\n");
222:
223: AngleVectors (self->s.angles, forward, right, NULL);
224:
225: //1
226: G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1], forward, right, start);
227: PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.3, dir, NULL);
228: monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_1);
229:
230: //2
231: G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2], forward, right, start);
232: PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.15, dir, NULL);
233: monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_2);
234:
235: //3
236: G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3], forward, right, start);
237: PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, 0, dir, NULL);
238: monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_3);
239:
240: //4
241: G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4], forward, right, start);
242: PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, 0.15, dir, NULL);
243: monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_4);
244: }
245:
246: void CarrierRocket (edict_t *self)
247: {
248: vec3_t forward, right;
249: vec3_t start;
250: vec3_t dir;
251: vec3_t vec;
252:
253: if(self->enemy)
254: {
255: if(self->enemy->client && random() < 0.5)
256: {
257: CarrierPredictiveRocket(self);
258: return;
259: }
260: }
261: else
262: return;
263:
264: AngleVectors (self->s.angles, forward, right, NULL);
265:
266: //1
267: G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1], forward, right, start);
268: VectorCopy (self->enemy->s.origin, vec);
269: // vec[2] += self->enemy->viewheight;
270: vec[2] -= 15;
271: VectorSubtract (vec, start, dir);
272: VectorNormalize (dir);
273: VectorMA (dir, 0.4, right, dir);
274: VectorNormalize (dir);
275: monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_1);
276:
277: //2
278: G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2], forward, right, start);
279: VectorCopy (self->enemy->s.origin, vec);
280: // vec[2] += self->enemy->viewheight;
281: VectorSubtract (vec, start, dir);
282: VectorNormalize (dir);
283: VectorMA (dir, 0.025, right, dir);
284: VectorNormalize (dir);
285: monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_2);
286:
287: //3
288: G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3], forward, right, start);
289: VectorCopy (self->enemy->s.origin, vec);
290: // vec[2] += self->enemy->viewheight;
291: VectorSubtract (vec, start, dir);
292: VectorNormalize (dir);
293: VectorMA (dir, -0.025, right, dir);
294: VectorNormalize (dir);
295: monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_3);
296:
297: //4
298: G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4], forward, right, start);
299: VectorCopy (self->enemy->s.origin, vec);
300: // vec[2] += self->enemy->viewheight;
301: vec[2] -= 15;
302: VectorSubtract (vec, start, dir);
303: VectorNormalize (dir);
304: VectorMA (dir, -0.4, right, dir);
305: VectorNormalize (dir);
306: monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_4);
307:
308: //5
309: // G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
310: // VectorCopy (self->enemy->s.origin, vec);
311: // vec[2] += self->enemy->viewheight;
312: // VectorSubtract (vec, start, dir);
313: // VectorNormalize (dir);
314: // monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
315: }
316:
317: void carrier_firebullet_right (edict_t *self)
318: {
319: vec3_t forward, right, target;
320: vec3_t start;
321: int flashnum;
322:
323: // if we're in manual steering mode, it means we're leaning down .. use the lower shot
324: if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
325: flashnum = MZ2_CARRIER_MACHINEGUN_R2;
326: else
327: flashnum = MZ2_CARRIER_MACHINEGUN_R1;
328:
329: AngleVectors (self->s.angles, forward, right, NULL);
330: G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
331:
332: // VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
333: VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
334: target[2] += self->enemy->viewheight;
335: /*
336: gi.WriteByte (svc_temp_entity);
337: gi.WriteByte (TE_DEBUGTRAIL);
338: gi.WritePosition (start);
339: gi.WritePosition (target);
340: gi.multicast (start, MULTICAST_ALL);
341: */
342: VectorSubtract (target, start, forward);
343: VectorNormalize (forward);
344:
345: monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, flashnum);
346: }
347:
348: void carrier_firebullet_left (edict_t *self)
349: {
350: vec3_t forward, right, target;
351: vec3_t start;
352: int flashnum;
353:
354: // if we're in manual steering mode, it means we're leaning down .. use the lower shot
355: if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
356: flashnum = MZ2_CARRIER_MACHINEGUN_L2;
357: else
358: flashnum = MZ2_CARRIER_MACHINEGUN_L1;
359:
360: AngleVectors (self->s.angles, forward, right, NULL);
361: G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
362:
363: // VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
364: VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
365:
366: target[2] += self->enemy->viewheight;
367: VectorSubtract (target, start, forward);
368: /*
369: gi.WriteByte (svc_temp_entity);
370: gi.WriteByte (TE_DEBUGTRAIL);
371: gi.WritePosition (start);
372: gi.WritePosition (target);
373: gi.multicast (start, MULTICAST_ALL);
374: */
375: VectorNormalize (forward);
376:
377: monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, flashnum);
378: }
379:
380: void CarrierMachineGun (edict_t *self)
381: {
382: CarrierCoopCheck(self);
383: if (self->enemy)
384: carrier_firebullet_left(self);
385: if (self->enemy)
386: carrier_firebullet_right(self);
387: }
388:
389: void CarrierSpawn (edict_t *self)
390: {
391: vec3_t f, r, offset, startpoint, spawnpoint;
392: edict_t *ent;
393: int mytime;
394:
395: // VectorSet (offset, 105, 0, -30); // real distance needed is (sqrt (56*56*2) + sqrt(16*16*2)) or 101.8
396: VectorSet (offset, 105, 0, -58); // real distance needed is (sqrt (56*56*2) + sqrt(16*16*2)) or 101.8
397: AngleVectors (self->s.angles, f, r, NULL);
398:
399: G_ProjectSource (self->s.origin, offset, f, r, startpoint);
400:
401: // the +0.1 is because level.time is sometimes a little low
402: mytime = (int)((level.time + 0.1 - self->timestamp)/0.5);
403: if ((g_showlogic) && (g_showlogic->value))
404: gi.dprintf ("mytime = %d, (%2.2f)\n", mytime, level.time - self->timestamp);
405:
406: if (FindSpawnPoint (startpoint, flyer_mins, flyer_maxs, spawnpoint, 32))
407: {
408: // the second flier should be a kamikaze flyer
409: if (mytime != 2)
410: ent = CreateMonster (spawnpoint, self->s.angles, "monster_flyer");
411: else
412: ent = CreateMonster (spawnpoint, self->s.angles, "monster_kamikaze");
413:
414: if (!ent)
415: return;
416:
417: self->monsterinfo.monster_slots--;
418: // if ((g_showlogic) && (g_showlogic->value))
419: // gi.dprintf ("carrier: post-spawn : %d slots left\n", carrier_monster_slots);
420:
421: ent->nextthink = level.time;
422: ent->think (ent);
423:
424: ent->monsterinfo.aiflags |= AI_SPAWNED_CARRIER|AI_DO_NOT_COUNT|AI_IGNORE_SHOTS;
425:
426: if ((self->enemy->inuse) && (self->enemy->health > 0))
427: {
428: ent->enemy = self->enemy;
429: FoundTarget (ent);
430: if (mytime == 1)
431: {
432: ent->monsterinfo.lefty = 0;
433: ent->monsterinfo.attack_state = AS_SLIDING;
434: ent->monsterinfo.currentmove = &flyer_move_attack3;
435: }
436: else if (mytime == 2)
437: {
438: ent->monsterinfo.lefty = 0;
439: ent->monsterinfo.attack_state = AS_STRAIGHT;
440: ent->monsterinfo.currentmove = &flyer_move_kamikaze;
441: ent->mass = 100;
442: ent->monsterinfo.aiflags |= AI_CHARGING;
443: }
444: else if (mytime == 3)
445: {
446: ent->monsterinfo.lefty = 1;
447: ent->monsterinfo.attack_state = AS_SLIDING;
448: ent->monsterinfo.currentmove = &flyer_move_attack3;
449: }
450: else if ((g_showlogic) && (g_showlogic->value))
451: gi.dprintf ("carrier: unexpected time %d!\n", mytime);
452: }
453: }
454: }
455:
456: void carrier_prep_spawn (edict_t *self)
457: {
458: CarrierCoopCheck(self);
459: self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
460: self->timestamp = level.time;
461: self->yaw_speed = 10;
462: CarrierMachineGun(self);
463: }
464:
465: void carrier_spawn_check (edict_t *self)
466: {
467: // gi.dprintf ("times - %2.2f %2.2f\n", level.time, self->timestamp);
468: CarrierCoopCheck(self);
469: CarrierMachineGun(self);
470: CarrierSpawn (self);
471:
472: if (level.time > (self->timestamp + 1.1)) // 0.5 seconds per flyer. this gets three
473: {
474: self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
475: self->yaw_speed = orig_yaw_speed;
476: return;
477: }
478: else
479: self->monsterinfo.nextframe = FRAME_spawn08;
480: }
481:
482: void carrier_ready_spawn (edict_t *self)
483: {
484: float current_yaw;
485: vec3_t offset, f, r, startpoint, spawnpoint;
486:
487: CarrierCoopCheck(self);
488: CarrierMachineGun(self);
489:
490: current_yaw = anglemod(self->s.angles[YAW]);
491:
492: // gi.dprintf ("yaws = %2.2f %2.2f\n", current_yaw, self->ideal_yaw);
493:
494: if (fabs(current_yaw - self->ideal_yaw) > 0.1)
495: {
496: self->monsterinfo.aiflags |= AI_HOLD_FRAME;
497: self->timestamp += FRAMETIME;
498: return;
499: }
500:
501: self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
502:
503: VectorSet (offset, 105,0,-58);
504: AngleVectors (self->s.angles, f, r, NULL);
505: G_ProjectSource (self->s.origin, offset, f, r, startpoint);
506: if (FindSpawnPoint (startpoint, flyer_mins, flyer_maxs, spawnpoint, 32))
507: {
508: SpawnGrow_Spawn (spawnpoint, 0);
509: }
510: }
511:
512: void carrier_start_spawn (edict_t *self)
513: {
514: int mytime;
515: float enemy_yaw;
516: vec3_t temp;
517: // vec3_t offset, f, r, startpoint;
518:
519: CarrierCoopCheck(self);
520: if (!orig_yaw_speed)
521: orig_yaw_speed = self->yaw_speed;
522:
523: if (!self->enemy)
524: return;
525:
526: mytime = (int)((level.time - self->timestamp)/0.5);
527:
528: VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
529: enemy_yaw = vectoyaw2(temp);
530:
531: // note that the offsets are based on a forward of 105 from the end angle
532: if (mytime == 0)
533: {
534: self->ideal_yaw = anglemod(enemy_yaw - 30);
535: // VectorSet (offset, 90.9, 52.5, 0);
536: }
537: else if (mytime == 1)
538: {
539: self->ideal_yaw = anglemod(enemy_yaw);
540: // VectorSet (offset, 90.9, -52.5, 0);
541: }
542: else if (mytime == 2)
543: {
544: self->ideal_yaw = anglemod(enemy_yaw + 30);
545: // VectorSet (offset, 90.9, -52.5, 0);
546: }
547: else if ((g_showlogic) && (g_showlogic->value))
548: gi.dprintf ("carrier: bad spawntime\n");
549:
550: CarrierMachineGun (self);
551: }
552:
553: mframe_t carrier_frames_stand [] =
554: {
555: // ai_stand, 0, drawbbox,
556: ai_stand, 0, NULL,
557: ai_stand, 0, NULL,
558: ai_stand, 0, NULL,
559: ai_stand, 0, NULL,
560: ai_stand, 0, NULL,
561: ai_stand, 0, NULL,
562: ai_stand, 0, NULL,
563: ai_stand, 0, NULL,
564: ai_stand, 0, NULL,
565: ai_stand, 0, NULL,
566: ai_stand, 0, NULL,
567: ai_stand, 0, NULL,
568: ai_stand, 0, NULL
569: };
570: mmove_t carrier_move_stand = {FRAME_search01, FRAME_search13, carrier_frames_stand, NULL};
571:
572: mframe_t carrier_frames_walk [] =
573: {
574: // ai_walk, 12, drawbbox,
575: ai_walk, 4, NULL,
576: ai_walk, 4, NULL,
577: ai_walk, 4, NULL,
578: ai_walk, 4, NULL,
579: ai_walk, 4, NULL,
580: ai_walk, 4, NULL,
581: ai_walk, 4, NULL,
582: ai_walk, 4, NULL,
583: ai_walk, 4, NULL,
584: ai_walk, 4, NULL,
585: ai_walk, 4, NULL,
586: ai_walk, 4, NULL,
587: ai_walk, 4, NULL
588: };
589: mmove_t carrier_move_walk = {FRAME_search01, FRAME_search13, carrier_frames_walk, NULL};
590:
591:
592: mframe_t carrier_frames_run [] =
593: {
594: // ai_run, 12, drawbbox,
595: ai_run, 6, CarrierCoopCheck,
596: ai_run, 6, CarrierCoopCheck,
597: ai_run, 6, CarrierCoopCheck,
598: ai_run, 6, CarrierCoopCheck,
599: ai_run, 6, CarrierCoopCheck,
600: ai_run, 6, CarrierCoopCheck,
601: ai_run, 6, CarrierCoopCheck,
602: ai_run, 6, CarrierCoopCheck,
603: ai_run, 6, CarrierCoopCheck,
604: ai_run, 6, CarrierCoopCheck,
605: ai_run, 6, CarrierCoopCheck,
606: ai_run, 6, CarrierCoopCheck,
607: ai_run, 6, CarrierCoopCheck
608: };
609: mmove_t carrier_move_run = {FRAME_search01, FRAME_search13, carrier_frames_run, NULL};
610:
611: mframe_t carrier_frames_attack_pre_mg [] =
612: {
613: ai_charge, 4, CarrierCoopCheck,
614: ai_charge, 4, CarrierCoopCheck,
615: ai_charge, 4, CarrierCoopCheck,
616: ai_charge, 4, CarrierCoopCheck,
617: ai_charge, 4, CarrierCoopCheck,
618: ai_charge, 4, CarrierCoopCheck,
619: ai_charge, 4, CarrierCoopCheck,
620: ai_charge, 4, carrier_attack_mg
621: };
622: mmove_t carrier_move_attack_pre_mg = {FRAME_firea01, FRAME_firea08, carrier_frames_attack_pre_mg, NULL};
623:
624:
625: // Loop this
626: mframe_t carrier_frames_attack_mg [] =
627: {
628: ai_charge, -2, CarrierMachineGun,
629: ai_charge, -2, CarrierMachineGun,
630: ai_charge, -2, carrier_reattack_mg
631: /*
632: ai_charge, 0, CarrierMachineGunHold,
633: // ai_charge, 0, CarrierMachineGun,
634: ai_charge, 0, CarrierMachineGun,
635: ai_charge, 0, carrier_reattack_mg
636: */
637: };
638: mmove_t carrier_move_attack_mg = {FRAME_firea09, FRAME_firea11, carrier_frames_attack_mg, NULL};
639:
640: mframe_t carrier_frames_attack_post_mg [] =
641: {
642: ai_charge, 4, CarrierCoopCheck,
643: ai_charge, 4, CarrierCoopCheck,
644: ai_charge, 4, CarrierCoopCheck,
645: ai_charge, 4, CarrierCoopCheck
646: };
647: mmove_t carrier_move_attack_post_mg = {FRAME_firea12, FRAME_firea15, carrier_frames_attack_post_mg, carrier_run};
648:
649: mframe_t carrier_frames_attack_pre_gren [] =
650: {
651: ai_charge, 4, CarrierCoopCheck,
652: ai_charge, 4, CarrierCoopCheck,
653: ai_charge, 4, CarrierCoopCheck,
654: ai_charge, 4, CarrierCoopCheck,
655: ai_charge, 4, CarrierCoopCheck,
656: ai_charge, 4, carrier_attack_gren
657: };
658: mmove_t carrier_move_attack_pre_gren = {FRAME_fireb01, FRAME_fireb06, carrier_frames_attack_pre_gren, NULL};
659:
660: mframe_t carrier_frames_attack_gren [] =
661: {
662: ai_charge, -15, CarrierGrenade,
663: ai_charge, 4, CarrierCoopCheck,
664: ai_charge, 4, CarrierCoopCheck,
665: ai_charge, 4, carrier_reattack_gren
666: };
667: mmove_t carrier_move_attack_gren = {FRAME_fireb07, FRAME_fireb10, carrier_frames_attack_gren, NULL};
668:
669: mframe_t carrier_frames_attack_post_gren [] =
670: {
671: ai_charge, 4, CarrierCoopCheck,
672: ai_charge, 4, CarrierCoopCheck,
673: ai_charge, 4, CarrierCoopCheck,
674: ai_charge, 4, CarrierCoopCheck,
675: ai_charge, 4, CarrierCoopCheck,
676: ai_charge, 4, CarrierCoopCheck
677: };
678: mmove_t carrier_move_attack_post_gren = {FRAME_fireb11, FRAME_fireb16, carrier_frames_attack_post_gren, carrier_run};
679:
680: mframe_t carrier_frames_attack_rocket [] =
681: {
682: ai_charge, 15, CarrierRocket
683: };
684: mmove_t carrier_move_attack_rocket = {FRAME_fireb01, FRAME_fireb01, carrier_frames_attack_rocket, carrier_run};
685:
686: void CarrierRail (edict_t *self)
687: {
688: vec3_t start;
689: vec3_t dir;
690: vec3_t forward, right;
691:
692: CarrierCoopCheck(self);
693: AngleVectors (self->s.angles, forward, right, NULL);
694: G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_RAILGUN], forward, right, start);
695:
696: // calc direction to where we targeted
697: VectorSubtract (self->pos1, start, dir);
698: VectorNormalize (dir);
699:
700: monster_fire_railgun (self, start, dir, 50, 100, MZ2_CARRIER_RAILGUN);
701: self->monsterinfo.attack_finished = level.time + RAIL_FIRE_TIME;
702: }
703:
704: void CarrierSaveLoc (edict_t *self)
705: {
706: CarrierCoopCheck(self);
707: VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
708: self->pos1[2] += self->enemy->viewheight;
709: };
710:
711: mframe_t carrier_frames_attack_rail [] =
712: {
713: ai_charge, 2, CarrierCoopCheck,
714: ai_charge, 2, CarrierSaveLoc,
715: ai_charge, 2, CarrierCoopCheck,
716: ai_charge, -20, CarrierRail,
717: ai_charge, 2, CarrierCoopCheck,
718: ai_charge, 2, CarrierCoopCheck,
719: ai_charge, 2, CarrierCoopCheck,
720: ai_charge, 2, CarrierCoopCheck,
721: ai_charge, 2, CarrierCoopCheck
722: };
723: mmove_t carrier_move_attack_rail = {FRAME_search01, FRAME_search09, carrier_frames_attack_rail, carrier_run};
724:
725: mframe_t carrier_frames_spawn [] =
726: {
727: ai_charge, -2, CarrierMachineGun,
728: ai_charge, -2, CarrierMachineGun,
729: ai_charge, -2, CarrierMachineGun,
730: ai_charge, -2, CarrierMachineGun,
731: ai_charge, -2, CarrierMachineGun,
732: ai_charge, -2, CarrierMachineGun,
733: ai_charge, -2, carrier_prep_spawn, // 7 - end of wind down
734: ai_charge, -2, carrier_start_spawn, // 8 - start of spawn
735: ai_charge, -2, carrier_ready_spawn,
736: ai_charge, -2, CarrierMachineGun,
737: ai_charge, -2, CarrierMachineGun,
738: ai_charge, -10, carrier_spawn_check, //12 - actual spawn
739: ai_charge, -2, CarrierMachineGun, //13 - begin of wind down
740: ai_charge, -2, CarrierMachineGun,
741: ai_charge, -2, CarrierMachineGun,
742: ai_charge, -2, CarrierMachineGun,
743: ai_charge, -2, CarrierMachineGun,
744: ai_charge, -2, carrier_reattack_mg //18 - end of wind down
745: };
746: mmove_t carrier_move_spawn = {FRAME_spawn01, FRAME_spawn18, carrier_frames_spawn, NULL};
747:
748: mframe_t carrier_frames_pain_heavy [] =
749: {
750: ai_move, 0, NULL,
751: ai_move, 0, NULL,
752: ai_move, 0, NULL,
753: ai_move, 0, NULL,
754: ai_move, 0, NULL,
755: ai_move, 0, NULL,
756: ai_move, 0, NULL,
757: ai_move, 0, NULL,
758: ai_move, 0, NULL,
759: ai_move, 0, NULL
760: };
761: mmove_t carrier_move_pain_heavy = {FRAME_death01, FRAME_death10, carrier_frames_pain_heavy, carrier_run};
762:
763: mframe_t carrier_frames_pain_light [] =
764: {
765: ai_move, 0, NULL,
766: ai_move, 0, NULL,
767: ai_move, 0, NULL,
768: ai_move, 0, NULL
769: };
770: mmove_t carrier_move_pain_light = {FRAME_spawn01, FRAME_spawn04, carrier_frames_pain_light, carrier_run};
771:
772: mframe_t carrier_frames_death [] =
773: {
774: ai_move, 0, NULL,
775: ai_move, 0, NULL,
776: ai_move, 0, NULL,
777: ai_move, 0, NULL,
778: ai_move, 0, NULL,
779: ai_move, 0, NULL,
780: ai_move, 0, NULL,
781: ai_move, 0, NULL,
782: ai_move, 0, NULL,
783: ai_move, 0, NULL,
784: ai_move, 0, NULL,
785: ai_move, 0, NULL,
786: ai_move, 0, NULL,
787: ai_move, 0, NULL,
788: ai_move, 0, NULL,
789: ai_move, 0, BossExplode
790: };
791: mmove_t carrier_move_death = {FRAME_death01, FRAME_death16, carrier_frames_death, carrier_dead};
792:
793: void carrier_stand (edict_t *self)
794: {
795: // gi.dprintf ("carrier stand\n");
796: self->monsterinfo.currentmove = &carrier_move_stand;
797: }
798:
799: void carrier_run (edict_t *self)
800: {
801:
802: // gi.dprintf ("carrier run - %2.2f - %s \n", level.time, self->enemy->classname);
803: self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
804:
805: if (self->monsterinfo.aiflags & AI_STAND_GROUND)
806: self->monsterinfo.currentmove = &carrier_move_stand;
807: else
808: self->monsterinfo.currentmove = &carrier_move_run;
809: }
810:
811: void carrier_walk (edict_t *self)
812: {
813: self->monsterinfo.currentmove = &carrier_move_walk;
814: }
815:
816: void CarrierMachineGunHold (edict_t *self)
817: {
818: // self->monsterinfo.aiflags |= AI_HOLD_FRAME;
819: // self->yaw_speed = 0;
820: // self->monsterinfo.currentmove = &carrier_move_attack_mg;
821: CarrierMachineGun (self);
822: }
823:
824: void carrier_attack (edict_t *self)
825: {
826: vec3_t vec;
827: float range, luck;
828: qboolean enemy_inback, enemy_infront, enemy_below;
829:
830: // gi.dprintf ("carrier attack\n");
831:
832: self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
833:
834: if (!self->enemy)
835: return;
836:
837: enemy_inback = inback(self, self->enemy);
838: enemy_infront = infront (self, self->enemy);
839: enemy_below = below (self, self->enemy);
840:
841: if (self->bad_area)
842: {
843: if ((enemy_inback) || (enemy_below))
844: self->monsterinfo.currentmove = &carrier_move_attack_rocket;
845: else if ((random() < 0.1) || (level.time < self->monsterinfo.attack_finished))
846: self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
847: else
848: {
849: gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
850: self->monsterinfo.currentmove = &carrier_move_attack_rail;
851: }
852: return;
853: }
854:
855: if (self->monsterinfo.attack_state == AS_BLIND)
856: {
857: self->monsterinfo.currentmove = &carrier_move_spawn;
858: return;
859: }
860:
861: if (!enemy_inback && !enemy_infront && !enemy_below) // to side and not under
862: {
863: if ((random() < 0.1) || (level.time < self->monsterinfo.attack_finished))
864: self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
865: else
866: {
867: gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
868: self->monsterinfo.currentmove = &carrier_move_attack_rail;
869: }
870: return;
871: }
872:
873: /* if ((g_showlogic) && (g_showlogic->value))
874: {
875: gi.dprintf ("checking enemy ..");
876: if (enemy_inback)
877: gi.dprintf (" in back\n");
878: else if (enemy_infront)
879: gi.dprintf (" in front\n");
880: else
881: gi.dprintf (" inaccessible\n");
882: }
883: */
884: if (enemy_infront)
885: {
886: VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
887: range = VectorLength (vec);
888: if (range <= 125)
889: {
890: if ((random() < 0.8) || (level.time < self->monsterinfo.attack_finished))
891: self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
892: else
893: {
894: gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
895: self->monsterinfo.currentmove = &carrier_move_attack_rail;
896: }
897: }
898: else if (range < 600)
899: {
900: luck = random();
901: if (self->monsterinfo.monster_slots > 2)
902: {
903: if (luck <= 0.20)
904: self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
905: else if (luck <= 0.40)
906: self->monsterinfo.currentmove = &carrier_move_attack_pre_gren;
907: else if ((luck <= 0.7) && !(level.time < self->monsterinfo.attack_finished))
908: {
909: gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
910: self->monsterinfo.currentmove = &carrier_move_attack_rail;
911: }
912: else
913: self->monsterinfo.currentmove = &carrier_move_spawn;
914: }
915: else
916: {
917: if (luck <= 0.30)
918: self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
919: else if (luck <= 0.65)
920: self->monsterinfo.currentmove = &carrier_move_attack_pre_gren;
921: else if (level.time >= self->monsterinfo.attack_finished)
922: {
923: gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
924: self->monsterinfo.currentmove = &carrier_move_attack_rail;
925: }
926: else
927: self->monsterinfo.currentmove = &carrier_move_spawn;
928: }
929: }
930: else // won't use grenades at this range
931: {
932: luck = random();
933: if (self->monsterinfo.monster_slots > 2)
934: {
935: if (luck < 0.3)
936: self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
937: else if ((luck < 0.65) && !(level.time < self->monsterinfo.attack_finished))
938: {
939: gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
940: VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
941: self->pos1[2] += self->enemy->viewheight;
942: self->monsterinfo.currentmove = &carrier_move_attack_rail;
943: }
944: else
945: self->monsterinfo.currentmove = &carrier_move_spawn;
946: }
947: else
948: {
949: if ((luck < 0.45) || (level.time < self->monsterinfo.attack_finished))
950: self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
951: else
952: {
953: gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
954: self->monsterinfo.currentmove = &carrier_move_attack_rail;
955: }
956: }
957: }
958: }
959: else if ((enemy_below) || (enemy_inback))
960: {
961: self->monsterinfo.currentmove = &carrier_move_attack_rocket;
962: }
963: }
964:
965: void carrier_attack_mg (edict_t *self)
966: {
967: CarrierCoopCheck(self);
968: self->monsterinfo.currentmove = &carrier_move_attack_mg;
969: }
970:
971: void carrier_reattack_mg (edict_t *self)
972: {
973: CarrierCoopCheck(self);
974: if ( infront(self, self->enemy) )
975: if (random() <= 0.5)
976: if ((random() < 0.7) || (self->monsterinfo.monster_slots <= 2))
977: self->monsterinfo.currentmove = &carrier_move_attack_mg;
978: else
979: self->monsterinfo.currentmove = &carrier_move_spawn;
980: else
981: self->monsterinfo.currentmove = &carrier_move_attack_post_mg;
982: else
983: self->monsterinfo.currentmove = &carrier_move_attack_post_mg;
984: }
985:
986:
987: void carrier_attack_gren (edict_t *self)
988: {
989: // gi.dprintf ("carrier_attack_gren - %2.2f\n",level.time);
990: CarrierCoopCheck(self);
991: self->timestamp = level.time;
992: self->monsterinfo.currentmove = &carrier_move_attack_gren;
993: }
994:
995: void carrier_reattack_gren (edict_t *self)
996: {
997: CarrierCoopCheck(self);
998: // gi.dprintf ("carrier_reattack - %2.2f", level.time);
999: if ( infront(self, self->enemy) )
1000: if (self->timestamp + 1.3 > level.time ) // four grenades
1001: {
1002: // gi.dprintf (" attacking\n");
1003: self->monsterinfo.currentmove = &carrier_move_attack_gren;
1004: return;
1005: }
1006: // gi.dprintf ("not attacking\n");
1007: self->monsterinfo.currentmove = &carrier_move_attack_post_gren;
1008: }
1009:
1010:
1011: void carrier_pain (edict_t *self, edict_t *other, float kick, int damage)
1012: {
1013: qboolean changed = false;
1014:
1015: if (self->health < (self->max_health / 2))
1016: self->s.skinnum = 1;
1017:
1018: if (skill->value == 3)
1019: return; // no pain anims in nightmare
1020:
1021: // gi.dprintf ("carrier pain\n");
1022: if (level.time < self->pain_debounce_time)
1023: return;
1024:
1025: self->pain_debounce_time = level.time + 3;
1026:
1027: // right now, the carrier doesn't go into his pain animations
1028: if (damage < 10)
1029: {
1030: gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
1031: }
1032: else if (damage < 30)
1033: {
1034: gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
1035: if (random() < 0.5)
1036: {
1037: changed = true;
1038: self->monsterinfo.currentmove = &carrier_move_pain_light;
1039: }
1040: }
1041: else
1042: {
1043: gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
1044: self->monsterinfo.currentmove = &carrier_move_pain_heavy;
1045: changed = true;
1046: }
1047:
1048: // if we changed frames, clean up our little messes
1049: if (changed)
1050: {
1051: self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
1052: self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
1053: self->yaw_speed = orig_yaw_speed;
1054: }
1055: }
1056:
1057: void carrier_dead (edict_t *self)
1058: {
1059: VectorSet (self->mins, -56, -56, 0);
1060: VectorSet (self->maxs, 56, 56, 80);
1061: self->movetype = MOVETYPE_TOSS;
1062: self->svflags |= SVF_DEADMONSTER;
1063: self->nextthink = 0;
1064: gi.linkentity (self);
1065: }
1066:
1067: void carrier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
1068: {
1069: gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
1070: self->deadflag = DEAD_DEAD;
1071: self->takedamage = DAMAGE_NO;
1072: self->count = 0;
1073: self->monsterinfo.currentmove = &carrier_move_death;
1074: }
1075:
1076: qboolean Carrier_CheckAttack (edict_t *self)
1077: {
1078: vec3_t spot1, spot2;
1079: vec3_t temp;
1080: float chance;
1081: trace_t tr;
1082: qboolean enemy_infront, enemy_inback, enemy_below;
1083: int enemy_range;
1084: float enemy_yaw;
1085:
1086: if (self->enemy->health > 0)
1087: {
1088: // see if any entities are in the way of the shot
1089: VectorCopy (self->s.origin, spot1);
1090: spot1[2] += self->viewheight;
1091: VectorCopy (self->enemy->s.origin, spot2);
1092: spot2[2] += self->enemy->viewheight;
1093:
1094: tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
1095:
1096: // do we have a clear shot?
1097: if (tr.ent != self->enemy)
1098: {
1099: // go ahead and spawn stuff if we're mad a a client
1100: if (self->enemy->client && self->monsterinfo.monster_slots >= 2)
1101: {
1102: self->monsterinfo.attack_state = AS_BLIND;
1103: return true;
1104: }
1105:
1106: // PGM - we want them to go ahead and shoot at info_notnulls if they can.
1107: if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
1108: return false;
1109: }
1110: }
1111:
1112: enemy_infront = infront(self, self->enemy);
1113: enemy_inback = inback(self, self->enemy);
1114: enemy_below = below (self, self->enemy);
1115:
1116: enemy_range = range(self, self->enemy);
1117: VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
1118: enemy_yaw = vectoyaw2(temp);
1119:
1120: self->ideal_yaw = enemy_yaw;
1121:
1122: // PMM - shoot out the back if appropriate
1123: if ((enemy_inback) || (!enemy_infront && enemy_below))
1124: {
1125: // this is using wait because the attack is supposed to be independent
1126: if (level.time >= self->wait)
1127: {
1128: self->wait = level.time + CARRIER_ROCKET_TIME;
1129: self->monsterinfo.attack(self);
1130: if (random() < 0.6)
1131: self->monsterinfo.attack_state = AS_SLIDING;
1132: else
1133: self->monsterinfo.attack_state = AS_STRAIGHT;
1134: return true;
1135: }
1136: }
1137:
1138: // melee attack
1139: if (enemy_range == RANGE_MELEE)
1140: {
1141: self->monsterinfo.attack_state = AS_MISSILE;
1142: return true;
1143: }
1144:
1145: // if (level.time < self->monsterinfo.attack_finished)
1146: // return false;
1147:
1148: if (self->monsterinfo.aiflags & AI_STAND_GROUND)
1149: {
1150: chance = 0.4;
1151: }
1152: else if (enemy_range == RANGE_MELEE)
1153: {
1154: chance = 0.8;
1155: }
1156: else if (enemy_range == RANGE_NEAR)
1157: {
1158: chance = 0.8;
1159: }
1160: else if (enemy_range == RANGE_MID)
1161: {
1162: chance = 0.8;
1163: }
1164: else if (enemy_range == RANGE_FAR)
1165: {
1166: chance = 0.5;
1167: }
1168:
1169: // PGM - go ahead and shoot every time if it's a info_notnull
1170: if ((random () < chance) || (self->enemy->solid == SOLID_NOT))
1171: {
1172: self->monsterinfo.attack_state = AS_MISSILE;
1173: // self->monsterinfo.attack_finished = level.time + 2*random();
1174: return true;
1175: }
1176:
1177: if (self->flags & FL_FLY)
1178: {
1179: if (random() < 0.6)
1180: self->monsterinfo.attack_state = AS_SLIDING;
1181: else
1182: self->monsterinfo.attack_state = AS_STRAIGHT;
1183: }
1184:
1185: return false;
1186: }
1187:
1188: void CarrierPrecache ()
1189: {
1190: gi.soundindex ("flyer/flysght1.wav");
1191: gi.soundindex ("flyer/flysrch1.wav");
1192: gi.soundindex ("flyer/flypain1.wav");
1193: gi.soundindex ("flyer/flypain2.wav");
1194: gi.soundindex ("flyer/flyatck2.wav");
1195: gi.soundindex ("flyer/flyatck1.wav");
1196: gi.soundindex ("flyer/flydeth1.wav");
1197: gi.soundindex ("flyer/flyatck3.wav");
1198: gi.soundindex ("flyer/flyidle1.wav");
1199: gi.soundindex ("weapons/rockfly.wav");
1200: gi.soundindex ("infantry/infatck1.wav");
1201: gi.soundindex ("gunner/gunatck3.wav");
1202: gi.soundindex ("weapons/grenlb1b.wav");
1203: gi.soundindex ("tank/rocket.wav");
1204:
1205: gi.modelindex ("models/monsters/flyer/tris.md2");
1206: gi.modelindex ("models/objects/rocket/tris.md2");
1207: gi.modelindex ("models/objects/debris2/tris.md2");
1208: gi.modelindex ("models/objects/grenade/tris.md2");
1209: gi.modelindex("models/items/spawngro/tris.md2");
1210: gi.modelindex("models/items/spawngro2/tris.md2");
1211: gi.modelindex ("models/objects/gibs/sm_metal/tris.md2");
1212: gi.modelindex ("models/objects/gibs/gear/tris.md2");
1213: }
1214:
1215:
1216: /*QUAKED monster_carrier (1 .5 0) (-56 -56 -44) (56 56 44) Ambush Trigger_Spawn Sight
1217: */
1218: void SP_monster_carrier (edict_t *self)
1219: {
1220: if (deathmatch->value)
1221: {
1222: G_FreeEdict (self);
1223: return;
1224: }
1225:
1226: sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav");
1227: sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav");
1228: sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav");
1229: sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav");
1230: sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
1231: sound_rail = gi.soundindex ("gladiator/railgun.wav");
1232:
1233: self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
1234:
1235: self->movetype = MOVETYPE_STEP;
1236: self->solid = SOLID_BBOX;
1237: self->s.modelindex = gi.modelindex ("models/monsters/carrier/tris.md2");
1238: VectorSet (self->mins, -56, -56, -44);
1239: VectorSet (self->maxs, 56, 56, 44);
1240:
1241: // 2000 - 4000 health
1242: self->health = max (2000, 2000 + 1000*((skill->value)-1));
1243: self->gib_health = -200;
1244: self->mass = 1000;
1245:
1246: self->yaw_speed = 15;
1247: orig_yaw_speed = self->yaw_speed;
1248: // self->yaw_speed = 1;
1249:
1250: self->flags |= FL_IMMUNE_LASER;
1251: self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
1252:
1253: self->pain = carrier_pain;
1254: self->die = carrier_die;
1255:
1256: self->monsterinfo.melee = NULL;
1257: self->monsterinfo.stand = carrier_stand;
1258: self->monsterinfo.walk = carrier_walk;
1259: self->monsterinfo.run = carrier_run;
1260: self->monsterinfo.attack = carrier_attack;
1261: self->monsterinfo.search = carrier_search;
1262: self->monsterinfo.checkattack = Carrier_CheckAttack;
1263: gi.linkentity (self);
1264:
1265: self->monsterinfo.currentmove = &carrier_move_stand;
1266: self->monsterinfo.scale = MODEL_SCALE;
1267:
1268: CarrierPrecache();
1269:
1270: flymonster_start (self);
1271:
1272: self->monsterinfo.attack_finished = 0;
1273: switch ((int)skill->value)
1274: {
1275: case 0:
1276: self->monsterinfo.monster_slots = 3;
1277: break;
1278: case 1:
1279: case 2:
1280: self->monsterinfo.monster_slots = 6;
1281: break;
1282: case 3:
1283: self->monsterinfo.monster_slots = 9;
1284: break;
1285: default:
1286: self->monsterinfo.monster_slots = 6;
1287: break;
1288: }
1289: }
1290:
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